News


  • Mon, 28 January 2008

    Game still on for Auran

     

    IT may have taken a direct hit, but Brisbane games studio Auran is far from defeated, according to co-founder Graham Edelsten.

    The development arm of the company went into voluntary administration in December after its $15 million multi-player online game Fury flopped.

    But Mr Edelsten says the company, while drastically smaller, is still alive and kicking.

    "Various articles went around the world that said Auran's gone and contracts we'd been working on for months collapsed because the publishers thought we couldn't do the work any more," he says.

    "Yes, we had to scale back and we had to put off a lot of people because the volume we expected for Fury wasn't there. But only a section of Auran went – the smaller Auran companies are still functioning and are still developing games."

    Now with a staff of 15 – down from 85 – the company is focusing on niche projects and getting a revised version of Fury ready for the US Game Developers Conference in San Francisco in February.

    "It hasn't been easy but we certainly haven't given up on Fury," Mr Edelsten says, adding that player numbers had grown since a free-to-play online model was launched last month.

    The studio has also secured a contract for another of its titles, Solo, and is looking at selling the technology it used to create Fury to Chinese developers.

    "The systems you have to build these games can be used again – if not for ourselves then for another publisher," Mr Edelsten says.

    Game Developers Association of Australia president Tom Crago says Brisbane's game scene has been unaffected by Auran's setbacks.

    "We have to be conscious of the fact that this is a hit-driven industry," he says. "It was unfortunate that the studio had to close but the silver lining was that all of those people (who lost their jobs) were able to move into other positions within the industry very easily."

    Mr Edelsten says Auran will stick to less ambitious projects, saying until the investment dollars match those of their overseas counterparts it is too risky to take on the giants.

    "Independent studios are a dying breed because of the enormous costs involved to fund a game and that's a bit of a pity but that's the nature of the business and why investment is so hard to find," he says.

     

    Source: http://www.news.com.au/couriermail/story/0,23739,23123224-3122,00.html




  • Tue, 22 January 2008

    Australia enjoys record games growth

    The Australian videogames market was the latest territory to celebrate a successful 2007 with the news that sales hit AUD 1.3 billion last year - up from AUD 925 million in 2006, a rise of 43.6 per cent.

    The news, from the Interactive Entertainment Association of Australia, complements news from the US where sales were also up 43 per cent in 2007, according to NPD data.

    According to an IGN report GfK Australia data reveals that 15.4 million games were bought, with around a third of that total coming in the last three months of the year.

    Ron Curry, CEO of the IEAA, pointed to the maturing of key platforms as one of the reasons for the stellar growth.

    "Last year, Australians welcomed the arrival of the PS3 and marked a full year since the release of the Xbox 360 and Nintendo Wii. The launch of highly anticipated next generation gaming drove console sales to almost AUD 500 million, nearly double the AUD 270 million sold in 2006," he said.

    "Sales figures also indicate a resurging popularity in handheld consoles with 2.3 million units of software for the Nintendo DS system purchased last year compared to the 840,000 purchased in 2006."

    He also revealed that the videogames market in Australia was following trends set in Europe and the US, with non-traditional demographics embracing interactive entertainment, and the average age of gamers rising to 28.

     

    Source: http://www.gamesindustry.biz/content_page.php?aid=32321




  • Tue, 26 February 2008

    Nintendo DS Passes One Million Mark In Australia

    January 30, 2008

    Sales of the Nintendo DS have exceeded more than one million units in Australia, after 153 weeks on sale. Wii sales in the country have also been strong, reaching a record 300,000 units in just 58 weeks – already equaling a previously announced total for the Xbox 360.

    As reported by Australian website Vooks, the figures from Nintendo Australia officials use independent GfK Australia data, with the Wii becoming the fastest console to reach the 300,000 unit milestone in Australian market history.

    Like the UK, Australia has traditionally not been a strong market for Nintendo, but in both cases this has changed dramatically with the DS and Wii.

    The Nintendo DS was the best selling console of the year and sold a total of 509,869 units in 2007, with 133,691 sold in December alone. The Wii sold 73,318 units in December, despite similar stock problems to the rest of the world.

    A recent GfK report showed that US$1.15 billion in revenues were generated by the Australian video games market as a whole in 2007 – a rise of 43 percent over the previous year. The Xbox 360’s lifetime-to-date total was put at 306,000 units, with the PlayStation 2 proving to be the best selling home console during the year.

    Source: http://www.gamasutra.com/php-bin/news_index.php?story=17170  




  • Mon, 05 November 2007

    GDAA Meets With Australian Government Over Tax Call

    The Game Developers' Association of Australia said that an Australian Government Minister for the Arts and Sport Senator George Brandis has met with a GDAA delegation headed by CEO Greg Bondar, and including game developers Mike Fegan, CEO of Melbourne-based IR Gurus and Martin Cooper CEO of Sydney's Team Bondi.

    The GDAA has been petitioning the Federal Government of Australia in a continuing effort to gain a 40 percent rebate for the games industry in that country, claiming lack of government support for the game industry inhibits it from becoming a significant employer.

    Bondar has previously stated estimates that a 40 percent production rebate could raise the number of employees in the industry, currently at 8,500, to 18,000 by 2010. Additionally, Bondar says the rebate will help entice more publishers to Australia -- but the GDAA saw its most recent effort denied by the Australian government.

    Following the denial, Bondar now says the Minister requested a meeting with the GDAA, on the heel of a meeting GDAA recently held with Senator Conroy, Deputy Leader of the Opposition in the Senate and Shadow Minister for Communications and Information Technology, who undertook to establish a high-level committee to review the GDAA’s call for the 40 percent rebate.

    Bondar said the Minister's reception was "very positive," and that Senator Brandis was "most sympathetic to our concerns." According to an official statement on the meeting released by the GDAA, the Senator promised to ensure that a review of the organization's petition would be undertaken if the Coalition were returned to government.

    Said Bondis, “As a result of the heightened awareness by both sides of the political fence of the important role that game developers play in the Australian economy, I will be recommending to the members of the GDAA and industry delegates at the Game Connect: Asia Pacific 2007 conference in a few weeks that a National Games Summit be held in partnership with the ‘new’ Government, whichever party it may be, with a view to placing our concerns squarely before the newly elected government. I will also push for the establishment of a national GDAA Games Council to continue to lobby governments."

    He continued: "I think our industry has come to the point where it now needs a unified approach to lobbying governments at both the national and international level about the economic, social and cultural benefits of the interactive entertainment (game development) industry. Unless we act now to enforce our legitimate right to be on an equal footing with the film industry game developers will continue to be sidelined by government."

    Source: http://www.gamasutra.com/php-bin/news_index.php?story=16118




  • Fri, 29 February 2008

    Senator Conroy meets with GDAA to establish review

    Phil Elliott

    February 29, 2008

    The possibility of government tax breaks for videogame developers in Australia took a step closer to realisation earlier today as Senator Stephen Conroy met with the Game Developers' Association of Australia following up on a pre-election promise.

    Senator Conroy had previously agreed to set up a high level committee to examine the tax rebate situation, and GDAA CEO Greg Bondar said after the meeting: "We were warmly greeted by the minister and he has commenced putting in place arrangements for the establishment of the high level committee at which game developers can put their case for a tax rebate."

    Tom Crago, CEO of Melbourne-based Tantalus was also present at the meeting.

    Australia is one of a number of countries whose development community is lobbying the government for financial support, in attempts to bring them parity with companies based in Canada and Singapore which receive significant incentives.

    Source: http://www.gamesindustry.biz/content_page.php?aid=33647



  • Thu, 06 March 2008

    SouthPeak To Publish Fuzzyeyes' Edge Of Twilight

    Matthew Kumar
    March 6, 2008

    SouthPeak Games (Monster Madness: Battle for Suburbia, Two Worlds) has announced Edge of Twilight, to be released on Xbox 360, PS3 and PC in 2009. The game is under development at Fuzzyeyes Studio, using the Unreal 3 Engine under license to Southpeak.

    Edge of Twilight is to be an action adventure title set in a fantasy steampunk universe. Players take the role of Lex, an “outcast bounty hunter” who finds himself caught between two opposing civilizations. SouthPeak promises a title that delivers “a unique brand of fast-paced cinematic action,” and “a truly immersive experience.”

    This announcement follows other recent game announcements from SouthPeak since the formation of the publicly-held company SouthPeak Interactive Corporation, including micro racer Things On Wheels and 3D puzzle game Roogoo for Xbox Live Arcade and Windows PC.

    “We are very excited to help bring Fuzzyeye’s creative vision to life. The team spent a lot of time developing a comprehensive story to give the universe a history and purpose, which can change based on the players interaction within the world.” said Melanie Mroz, CEO of SouthPeak.

    Source: http://www.gamasutra.com/php-bin/news_index.php?story=17750

     




  • Thu, 13 March 2008

    Wildfire Studios Launches Tumblebugs 2 - Sequel to 2005 Best Selling Casual Game

    Brisbane – Australia - March 3, 2008

    Wildfire Studios today announced the launch of Tumblebugs 2, the long awaited and highly anticipated sequel to Tumblebugs. Tumblebugs was one of the best selling casual titles online in 2005 and has had over 25 million downloads since its release.  

    The game follows the adventures of our hero, Tumble, as she battles her way through backyard USA to set her beetle buddies free before they fall into the depths of the black bug lair.

    In Tumblebugs 2, the black bugs are back and they’re meaner, faster and nastier! Once again it's Tumble to the rescue...

    Darren Baker, CEO of Wildfire Studios says, “Tumblebugs 2 offers the same, wonderfully addictive gameplay that made Tumblebugs such as huge success, but the game also takes everything to the next level. My team has once again created a stunning title with exceptional art, beautiful special effects and immersive audio…not to mention tremendous fun”

    Tumblebugs 2 introduces fun new features including animal helpers which assist Tumble on her mission, exciting new powerups, three different game modes including the all-new one hour rescue mode, new bonus and gold ring challenges and two levels of difficulty. The player will journey through 30 stunning, all-new backyard locations spanning 90 levels offering hours and hours of addictive, bug-popping fun!

    Tumblebugs 2 carries a retail price of US$19.99. A free trial version is available for download at www.wildfire.com.au and the game will be available from all leading game portals in coming weeks.

    About Wildfire

    Formed in 1995 Wildfire Studios is one of Australia’s veteran game development companies. Wildfire’s games are distinguished by technical excellence, the highest quality graphics and attention to detail. Wildfire’s games are available on all the major game portals including Yahoo!, Big Fish Games, RealNetworks, Oberon, MSN and worldwide retail outlets.

    About Casual Games

    Casual games are typically family-friendly puzzle, word, trivia and arcade-style games that are easy to learn, and utilize simple controls with forgiving gameplay.  While the typical core game audience is male aged eighteen to thirty-four, according to a survey conducted by Trymedia Network in June 2006, casual gamers tend to be between the ages of thirty-five and sixty, with women accounting for over seventy percent of players.

    “The casual games market has become a big business, attractive to investors and entrepreneurs alike. Over the past few years, casual games have gone from a cottage industry to one of the highest growth areas in the overall video games sector. The casual games industry has grown from almost nothing in 2002 to well over $600 million in 2004 in the United States. By 2008, industry experts anticipate that the market will surpass $2 billion in the US alone.” www.igda.org/wiki/index.php/Casual_Games_SIG/Whitepaper




  • Fri, 14 March 2008

    Q&A: Krome's Davis On The Pinata Franchise, Australia Dev Scene

    Christian Nutt
    March 14, 2008

    On the other side of the world from the US, Australia's favourable exchange rate and strong development heritage has made it an attractive proposition for publishers.

    As a result, Krome Studios have worked on a diverse range of IP including Spyro the Dragon (for Sierra) and the recently released Viva Piñata: Party Animals for Microsoft.

    Krome Studios lead designer Cameron Davis talks to Gamasutra about working with Rare and Microsoft's IP, and the positive aspects of choosing to develop in Australia.

    Can you talk about what you're working on now?

    Cameron Davis: That's still under wraps. We're helping with this cool project that's going to be announced, I think, at E3. It's a really exciting time, actually.

    There are four games coming from Krome this year; two of them have been announced, the other two are still coming. We've got Hellboy coming out in a couple of months, and we've got the Wii, PSP and PS2 versions of Force Unleashed, which I know a lot of people are excited about, especially the Wii version.

    Did you guys find that your stock rose after the Piñata project?

    CD: I think it surprised a lot of people, that we could do that. I think we surprised ourselves, because traditionally, Krome has been not that strong in minigames. When we first approached the idea of doing minigames, a lot of people internally went, "Mmm... Dunno..." Because we had minigames in Ty, and a whole group of other games, and they weren't as polished as the rest of the game. But, "Here's something with 40-odd minigames, let's do it! And we can do it in a year!"

    It was very ambitious. I think Piñata put us on the map, and especially Spyro. I think a lot of people were very surprised at the direction that we took Spyro. And it did pretty well; we sold over 2 million of the first game, which surprised a lot of people.

    Did you guys ship a sequel to that?

    CD: Yeah. Yeah, we just did the sequel, The Eternal Night, which... It's been received pretty well. It's selling really well.

    Something that interested me with Piñata is that we talked to some of the guys from Rare and they said that you guys used assets from the TV show rather than the first game.

    CD: Yeah. We had to. A lot of the reviews actually said that, like, Rare did the graphics, and Rare did the engine. NO. They helped a lot. They sent us all their assets and everything, and they were a huge help, and they gave us some advice, and it was so nice to work with them, but... The characters in the [original] Piñata game don't have knees.

    They never run; they can't stand up, or emote like they can in the TV show. And we wanted to make it more like the TV show, with them singing, and running, so we had to rebuild all the models. We had to rebuild everything. We didn't actually use the models from the cartoon, but they were based a lot on what they did. We built everything from scratch ourselves.

    Did you get any cooperation from the cartoon?

    CD: Yeah! They gave us all their models, that we used as reference, but we didn't actually use them. We used a lot of their location sets as reference.

    Again, we had to rebuild them all so they'd run on a 360, because they did really high detail stuff. And all the voice work. They were awesome. We gave them a whole heap of lines, and they did their own thing with it, which is so really nice of them. And they did the intro cartoon.

    When did you start that project?

    CD: Officially, development began October '06, but we first started talking to them at E3 '06.

    So when you started development, the first game hadn't shipped yet?

    CD: That's right. In fact, when we first started, we got approached by Microsoft, to have a think about it. And all they would tell us was the word Piñata. They said, "Piñata. Party game." And this was even before the Rare game had been announced, so we had no idea. We had to come up with something, and eventually we saw what Rare were doing, and thankfully we were really excited by that.

    It's curious, because the property evolved from the original game, the cartoon has kind of a different feel, and then you guys had to kind of incorporate all that. How did that work out for you?

    CD: That was a really weird juggling act, because we wanted to stay true to the Piñata feel. We wanted it to look just as good as the Rare game, because that is such a high benchmark, and Rare did such a fantastic job on that. And then you have to consider the cartoon world.

    So, basically, visually we had to make it look like the Rare game, but as far as aesthetics go, and as far as the ambiance goes, it had to be more like the cartoon. It had to be wacky, and people talk to each other.

    What we decided to do was, because there's only one environment in the Rare game, we went, "OK, if you look up, you can see those mountains with the snow, and you can see that pirate ship in the distance? OK, let's make a level based on that. Let's make a level based on those mountains." So we had to invent those things as if Rare had done them.

    Did you work with Rare directly?

    CD: We never dealt directly with Rare. We've got a couple of emails back and forth, second hand, going, "We think you guys should do this with these races," or, "This minigame should be like this." And we took that on board, but ultimately it was our game; Microsoft trusted us with that, and went, "Your guys are doing the next Piñata game -- direct where this is going." And the cartoon followed our lead.

    Which was really exciting, because after a while, the cartoon people were like, "Well can we have your assets? Can we have what you guys are doing in these minigames? Because we want to base the cartoon on your game." I'm like, "Cool!"

    They ended up doing two episodes of the cartoon based on our game. They used our race, because there are foot races in between the events, and they used that for one cartoon; and they used two or thee of the minigame events as plots for the cartoon. I was like "Yes!"

    Have you felt any concern with the fact that Viva Piñata didn't perform as well as they had hoped? Were you worried about that by the time you got toward shipping a game?

    CD: Our biggest challenge was getting it out on time. We had such an aggressive schedule. We got it out on time, and we were very happy with the product. I'm very proud of the game. I think it turned out exactly how I wanted it to be. The guys at Microsoft were really helpful, helping us get it done on time. They were happy with it. I don't know what happened in the marketplace.

    How big is your studio now?

    CD: We have over -- between 320 and 340 people, over in three studios. We've got Brisbane, Adelaide, and Melbourne -- who are the old Melbourne house, and then Adelaide's the old Ratbag studio.

    Did you guys acquire them both from Atari?

    CD: No. Melbourne house was Atari, and then Midway was Ratbag.

    It worked out well for us, and they're really part of the family. They really are. It's a very similar environment, a very similar corporate structure.

    Those were both known for racing games. Are they still concentrating on that?

    CD: I think it would be very foolish not to use the experience that they have.

    Are you guys the biggest studio in Australia?

    CD: In Australia, yeah. We're also one of the biggest independents in the world now. Not the biggest, I think something like Foundation 9 are a lot bigger.

    It’s interesting, because when I think about Krome five years ago, I think of stuff like GBA games.

    CD: Well yeah, I joined five years ago, and there was only like 70-odd people. And we just watched it grow year, on year, on year. So this year is going to be huge for us, and events like GDC and E3 make it even more huge next year. Then we've got stuff coming for '09 that's going to surprise a lot of people.

    What do you think of the development scene in Australia?

    CD: Thankfully, there are a lot of independent studios, and we've got, like, we've got THQ down the road; we've got Creative Assembly, who's part of Sega; we've got Pandemic, who is now part of EA.

    Pandemic started with Australian people that went to LA, started up an office, and then wanted to set up something back home. So there's a Brisbane studio just up the road.

    And that's just in Brisbane. You've got stuff like Tantalus, and Torus, and the guys doing the Sim City game, they're down there. And 2K Canberra, who helped do BioShock.

    That's quite a collection of developers. What's the incentive?

    CD: Well, a couple years ago, it was financial. Like, the dollar just turned out so great, you have a lot of good talent down in Australia.

    One of the key things that we try to promote is that if a publisher has notes about our game, they can look at a new build in the morning, send us notes their afternoon, and by the time they get back to the office in their morning, we've sent them a new build, because of the time difference. And that helps speed things along really, really well.

    But ultimately, we just try to do the best quality we can; all the studios in Australia do, and I think that shows. I think it's regardless of region; that's become less of a barrier now.

    Source: http://www.gamasutra.com/php-bin/news_index.php?story=17870



  • Wed, 09 April 2008

    Games development in Oz: a $137m man's world

    Stuart Corner    
    Tuesday, 08 April 2008 

    According to the latest estimates from the Australian Bureau of Statistics, Australia's 45 digital game developers generated $136.9 million in income during 2006-07, reported an operating profit before tax of $8.5 million and an operating profit margin of 6.2 percent. And only 10 percent of the 1431 people employed were female.

    The major source of income was the provision of game development services ($116.9m), with most of that income (93 percent or $108m) coming from overseas businesses. Games developed for console formats (egPS2, PS3, Xbox, Wii) accounted for nearly three-quarters (71.1 percent or $83.2m) of game development services income. Games developed for PC and Mac formats accounted for 14.6 percent ($17.1m).

    Two states - Queensland and Victoria - accounted for the majority of game development income (40.4 percent and 33.2 percent respectively) and employment (48.6 percent and 33 percent).

    There were 1,431 people employed in game development services in Australia at the end of June 2007, 90 percent of them male. They comprised artists and animators (491 people or 34 percent) and programmers (417 people or 29 percent).  There were 87 non-residents working in the industry at the end of June 2007.  Further details are in Digital Game Development Services, Australia, 2006-07 (cat. no. 8515.0).

    Source: http://www.itwire.com/content/view/17547/53/

     




  • Wed, 30 April 2008

    State Leads the Industry

    State Leads the Industry

    By Jennifer Dudley

     

    QUEENSLAND is leading the country's videogame industry with new figures showing the state earns more than any other from interactive entertainment.

     The state's game developers raked in more than $55 million in the last financial year -- a 40 per cent slice of Australia's $136.9 million videogame earnings, according to a recent Australian Bureau of Statistics report.

    Queensland game companies also employ almost half the videogame industry's workforce (48.5 per cent), although game rival Victoria accounts for the largest number of videogame companies.

    But Krome Studios creative director and co-founder Steve Stamatiadis says Queensland could pull further ahead of its interstate peers in the coming year courtesy of a raft of new titles ready and in the works.

    Stamatiadis says the Fortitude Valley-based company plans to launch a Hellboy game in conjunction with the forthcoming Hollywood film sequel, released the children's game Viva Pinata Party Animals for Xbox late last year, and is developing a game called Star Wars: The Force Unleashed.

    "I don't think you can get any bigger than creating a Star Wars title, so it's a big honour and a huge marketing juggernaut," he says.

    "There is world-class talent in Queensland and games companies here are not just doing tiny little titles but they're creating quality games for a worldwide audience."

    Brisbane in particular is now "a hotbed" of games talent, Stamatiadis says, with other developers including THQ, Pandemic and Auran located within a few suburbs of one another, and universities and QANTM training future games developers.

    Swinburne University media and communications lecturer Dr Mark Finn says Queensland also has a long history of videogame development, previously hosting Japanese game creator Atari.

    He says the state seized opportunities in the industry that were overlooked by other states.

    "You might think somewhere like New South Wales would be attracting game makers but Sydney has thrown all its eggs into the film basket," he says.

    The ABS report also found more than 70 per cent of Australian games were developed for games consoles such as the PlayStation 3, Xbox 360 and Nintendo Wii, rather than games for PCs and Macs (14.6 per cent).

    Handheld console and mobile phone games followed in the rankings.

    Source: http://www.news.com.au/couriermail/story/0%2C23739%2C23611703-5004582%2C00.html